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Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Gummywormz on August 09, 2013, 12:41:18 AM

Title: [Classes]Mega Man Unlimited Classes v1a
Post by: Gummywormz on August 09, 2013, 12:41:18 AM
Download (http://gummywormz.github.io/dl/mmuclasses-v1a.pk3)

This classes mod features the robot masters of Mega Man Unlimited, and some bonus classes. Bots with custom chats are also included (but may be buggy).

NOTE: Please do not play on maps with low gravity water such as Ice Man's stage. Stages like dive man that are always underwater should be fine. This should be fixed in v3b of MM8BDM.

Classes Included:
(click to show/hide)

Credits:
(click to show/hide)
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: -FiniteZero- on August 09, 2013, 12:45:03 AM
Yay! I was hoping for something like this. Awesome!

...Perhaps down the line, there will be a compatibility patch with YD's classes.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: ZeStopper on August 09, 2013, 01:19:37 AM
Do these work with Regular RM Classes like Add-On Classes?
Also, are more skins from MMU included?
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: LlamaHombre on August 09, 2013, 01:38:41 AM
I'm going to assume these are basically finished because there's no mention of betas or anything.

Sounds pretty cool, I'll give it a shot.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: -FiniteZero- on August 09, 2013, 01:43:28 AM
Okay, so I tried out a little bit.

It's a good start. A base for what is to come.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: tsukiyomaru0 on August 09, 2013, 01:49:00 AM
needs rotations for some things, I guess? But a good start.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Ceridran on August 09, 2013, 02:01:40 AM
There exists a skin for Tankman. Glueman is a mostly inferior Oilman. Nailman is well I don't actually know. Comet Woman's sort of fine. Yokuman is blander than plain yogurt. Trinitroman is probably okay. Jetman has an insane flight ability. Rainbowman's altfire attack's beam is offset and you can't do anything at all while it's up, and damage seems to be nonexistant for the mainfire. Yoyoman hardly does any damage at all, Hammerman is slow as molasses with terrible hitboxes, what is Shampoo and Mystery Robot even.

I mostly disliked it in general, even though this is just the first version.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: ZeStopper on August 09, 2013, 04:53:20 AM
Bond Man should be an alt for Glue, but whatever.
I only tested Jet Man and I like how he can fly but not for long.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Isaac940 on August 09, 2013, 06:07:24 AM
If I'm missing something tell me, but my first impressions for the classes are as follows:

Overall it seems like these have potential, they just need a lot of adjusting and polishing. The major problem that is shared between classes is the lack of attack rotations, which in some cases just looks weird or can be a major pain in others. As for the individual classes themselves:

Glue: It seems like he really should get some sort of ramming attack like he had in the game, as currently it seems like the only thing he has going for him is the ability to get his opponent stuck in glue hell, where blocks form around them so they can't move but you can still shoot their feet or some other part of them. Otherwise he seems to get outclassed by most of the others.

Tank: Seems fine for now, I'd focus on other classes at the moment. The only thing that comes to mind is that it is kinda hard to get away from one dashing sometimes, but I think I can chalk that up to inexperience with the classes currently in most cases.

Jet: His main fire seems kind of odd, the missile uncharged appears to fall to the floor them travel straight over gaps, while the charge apparently can home, but I don't know if it's not working well, I'm not charging enough, or I'm just unlucky as I have a hard time getting the missiles to actually lock on to targets. His flight is really fast, so while it is good for escapes, it makes using the bombing run really hard. If its possible, maybe put in a way to adjust the speed?

Yoku: I see the potential for major stalling in LMS matches due to cloak and speed. Otherwise nothing really comes to mind for him. It seems that if he tries to run up and plant a spike underneath you, you can simply keep moving and escape without much harm. And obviously don't try and rush one that still has spikes.

YoYo: He seems hard to use but I think the idea is to get an opponent in the sweet spot where the mainfire will sit on top of them and do a ton of damage. Not really sure if he needs adjusting at the moment.

Comet: The only thing about her that I find odd is the dash mechanics. The damaging part of the dash appears to be ripping projectiles fired where she is looking. This can lead to silly situations like basically performing a drive-by with her dash, or slamming into the wall next to an opponent, turning, and letting the projectiles hit the opponent. Maybe switch it to a series of explosions centered on the user if it merits changing. Also, the upward (and downward?) shock waves don't seem to hit much at all due to the fact that being either directly above or below your target is a very rare occurrence in 8BDM. Maybe pull a thunder beam and have them go to the sides instead?

Rainbow: In desperate need of rotations for the arrow spray thing (sorry I don't know the technical name for it). With proper rotations you can at least tell which direction you need to go in to go around it, currently its a crapshoot and guessing wrong will result in severe injury or death. I think damage can be looked at once the rotations are in play so you know how to go around. The other thing is to maybe switch the arrow spray activation to an item or something so you can still fire beams after launching an arrow.

Trinitro: Seems strong, but nothing else really comes to mind. Maybe take a look at him after other issues are dealt with if need be.

Nail: Nail seems extremely odd and kind of bad currently. His mainfire only leaves nails on the ground if you hit a wall. Hitting the ground makes them disappear upon formation. Also, his shield seems rather odd. Apparently it's supposed to give armor, but the only thing you can do with it is do that head attack, since using mainfire afterwards doesn't do anything but cancel it and it doesn't hug. Speaking of the head attack, it appears you can get stuck until you die or spectate if you hit certain things with the head attack like level boundaries where projectile simply disappear. IIRC he had an attack where he sent the nail shield at you similar to blizzard attack, so maybe make that happen if you hit mainfire after activation the shield.

Hammer: His slowness really cripples him. His attacks seem to do quite a bit of damage but he can hardly dodge at all. Also, is his shockwave supposed to be a floorhugger? Currently it appears to just sort of float on air if the elevation drops underneath it rather than follow the ground.

Shampoo: Dumpling bombs seem to be quite powerful, the stun has its uses, but the only use I found for the spade was if I was out of ammo, as the dumplings seemed to perform better in every situation compared to the spade.

MC: Kind of awkward to use. The best way to travel is to hold down mainfire, as it appears to go faster than standard walking does with him. I'm not sure if it was just luck on my part or what but I found the dash punch to be much better than the shoruken. There was also an odd bug that only happened once where one player got around 800 health involving the block somehow. Finally, he could really use some actual hud sprites rather than these placeholders, maybe ask Mess or Gizmo if you can borrow and modify some hud sprites from their classes or something (Mess has a shoruken also, IIRC Gizmo had blocking sprites for his class in CSCC and maybe might have an uppercut sprite in his Teaparty class)

As a final note, what exact speed and armor values do the classes use?
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: beta on August 09, 2013, 01:24:03 PM
Who knows man. Who knows.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: -FiniteZero- on August 09, 2013, 01:46:45 PM
I think Trinitro Man's alt should be some sort of hovering ability, given that I don't remember him using bombs in the game.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: -Daiki-TheOni on August 09, 2013, 01:52:31 PM
HEY GUMMYWORMZ!!!

just something... If this gets better I propose to change Cometwoman copy weapon.

When you use the weapon on mid air you shouldnt fall, I mean, in the MMU game if you use that weapon on mid air you go straight fordward without changing the heig (without falling until the end of the attack)... Just that.... of course, this is like an alpha no? well is a good start...In my opinion...
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: xColdxFusionx on August 09, 2013, 02:15:37 PM
...I wanted to like this.
I wanted to like this so very, very much.

Glue Man: It's way too easy to get stuck in the glue blocks. Even if they didn't hit you in the first place. ...You also get stuck for way too long if whatever god is responsible for the glue balls actually freezing you has a bad day. Overall, Glue Man needs consistency and a bit less reliance on his absolutely ludicrous and random stunlock. Also an altfire ram of some sort would fit in nicely with the

Tank Man: ...Not bad over all. One of the few classes that I can honestly say feels solid and complete.

Jet Man: Jet Missile is the most inconsistent son of a biscuit I've ever used. I don't know how exactly the homing logic is supposed to work, but it doesn't. At all. If you want to fit with the weapon a bit better, I'd suggest using something like Tsuki's old Spirit Harvest: Takes a split second to find the nearest target and fires a super-fast projectile at them. Not pure homing, but a fast, auto-aimed projectile that might as well be.

Yo-Yo Man: My only complaint is that the altfire doesn't really make sense. Then again, I'm that one guy who had insane amounts of trouble with MMU, so I never got a chance to fight the toy-throwing bastard. But yeah, a little less cutter, a little more Yo-Yo.

Comet Woman: If all the classes were of this level of polish, I would have no issues with this mod. My only request is that the Comet Orbiters actually move in on you after they finish spinning.
Oh, and that Megaman's Comet Dash wasn't affected by gravity and didn't look like utter balls.

Rainbow Man: Rainbow Prism looks ugly. Like, REALLY ugly. Even if you just turned it into a bunch of expanding circles that constantly fly out of the prism, I'd be fine with it. But as it is, it's inexcusably bad-looking. That combined with the fact that he's no fun to play as or against because Rainbow Prism eats entire corridors and locks your weapon controls is just... eurgh. No. You don't do this to people.

Trinitro Man: Replace the fireworks with his Nitro Jets. The fireworks have no purpose being there except for being an unnecessary nod to the ending. ...Either that or you could give him a Wood/Skull Counter that would allow him to make things around him explode if he takes a hit (no invulnerability; just explosions) as a nod to the self-destruct sequence. (Do NOT give him an actual self-destruct. That would be bad.) In that case, I would still like to see the jets as... maybe some sort of "double-jump" sort of ability? Your call on that part.

Nail Man: ...So let me get this straight: The nail projectiles were too hard to make rotations for despite being literally just a spike on a plate, and you couldn't code them properly, even with something like Flame Blast in the core? Nail Shield does absolutely nothing offensively, despite being made of sharp nails? You can't even spread-fire it afterwards like the MMU version? And you can throw your body, but it's a normal projectile instead of a Blizzard Bowl-style ram attack? ...I'm done trying to make sense of this class. Moving on.

Yoku Man: Why are you so needlessly awkward to use? Unnecessary item-juggling, a "cloak" that's more of a counter that's even more incredibly awkward to use than Skullman's, and a bland mainfire that doesn't do much of anything on its own? ...I'm just going to leave now before I lose my sanity entirely.
Also, Yoku Attack is all kinds of stupidly broken.

Hammer Man: He should not have been released in this state. No rotations for anything. Placeholder Skin fits only marginally. Everything looks awkward and ugly. Axe him until he's completed. At absolute least.

Shampoo: ...And WHY ON EARTH IS SHE HERE?! I'm sorry, no amount of waifuism on MegaPhilX's part justifies her existence here. Not to mention her attack sprites look ugly and uninspired. Take her out. Please.

Mysterious Character: It took me an entire minute to realize who this was. And I already spoiled the ending for myself. There's absolutely no justification for his presence in this mod, either. Just remove him.

Final Verdict: ...Considering the other mods you've made, I feel like you're trying to troll us with this. Some of the classes are actually somewhat well-made, but the quality bar is so far "all over the place" that it almost feels like you started, then just stopped giving a damn somewhere in the middle and rushed it out.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Ceridran on August 09, 2013, 02:53:42 PM
Remove Shampoo and Mystery Dope, fix Hammerman's hitboxes, rotations, and speed.

Make Yokuman actually use his main things in his moveset and not just in a finite item.

I never fought Trinitroman, but I doubt he'd have that altfire.

Yoyoman does no damage, ever.

Fix Jet Missle's hitbox and homing, and why can't it explode on ground?

Glueman gets stuck in his own glue and is boring + annoying.

Rainbowman's rainbow prism, as Cold said, is ugly. The primary doesn't even do damage, and ew, hitboxes.

Cometwoman's Comet Orbiter's orbiting shouldn't be for decoration purpose only.

--

Jet Missle can't be aimed.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: FTX6004 on August 09, 2013, 03:29:45 PM
Im gonna post this anyway.

Glueman: Nice but is like Oilman class so just boring you could just add a like a slider on his alt.

Tankman: Not bad at all but the skin thats not mine looks creepy anyway and i already know Tankman skin is coming back in V1b so just ignore this.

Jetman: Looks great but you must be a long time to  get full ammo so changes it plus make him fly a Little more longer.

Cometwoman: Not bad at all not bad at all it's perfect.

Rainbowman: Is good but the alt like rainbowlaser is a problem needs to have betterand the sprite needs more 3d on it maybe i can help with that?

Trinitroman: It's perfect too but replace the alt with nitro jet like coldfusion said.

Yokuman: Also perfect but he should have more weps like the yoku block should be a wep instead of a item, the item should be his fake Death.

Nailman: Perfect but his head attack should be removed and replace it with throw the shield away.

Hammerman: Looks weird when he use Gutsman skin his skin should be like Frostman or Hardman instead.

Shampoo: Remove her just like everyone says!

Mysterious Character: His skin should be Zero by ice instead and need better HUD.

After all this is a great class mod but sorry for my English.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: fortegigasgospel on August 09, 2013, 03:38:00 PM
Well my complaints have pretty much all been made. One last one from me. Make Yo-yo's main fire roll when hitting ceilings and walls, it actually rolled on them in game too.
As a suggestion for a better alt, the head yo-yo (I know I made this one in chat), simply make it compatible with Thunder Claw pegs and you are good to go.

Oh and Jet does seem to still have the infinite flight problem if you simply don't attack after activating.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Linnie on August 09, 2013, 04:08:46 PM
I really only have three problems with the mod:

1. Hammerman is too slow. I tried running away during a match and every time I did I got rammed to death by Tankman. His speed is crippling to the point of making him unuseable.

2. As said, Glue Man can't really do anything, and it would probably be good to give him a ram as an alt.

3. Rainbow Man, how do? I can't get figure out how to work with either of his attacks; when I hit an enemy with his main, I can't attack, and when I use his prism, I can't attack.


Other than those three, I really like this mod. MC is rather ineffective, but I don't think that should be changed because it fits perfectly with his in-game character.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Badz on August 09, 2013, 04:15:03 PM
I think that it'd be nice if Rainbow Man worked more like the original: shooting a beam into the ground would cause it to turn into a prism (and maybe send those sparks around it) and shooting the prism would activate it.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Gummywormz on August 09, 2013, 06:12:30 PM
Sorry for the roughness of this. I didn't really get much feedback until the last beta and even then that was only for half the classes or so.

Long list of changes:
Jet - You cannot fly forever anymore. Reduce the speed of flight? Make jet missile always homing in exchange for an increased charge time.
Glue - Erm...I really don't know what to do with this. Everyone is saying ram or dash, but just copying Tank Man / MysteriousCharacter seems like a bad idea. Maybe make it a long distance one that does no damage?
Tank - Proper skin.
Yo-Yo - There is no proper way for projectiles to go up walls. I can try something, but no guarantees. I also feel that going up ceilings / floors would be pretty useless since it's going to be pretty rare for someone to be in those areas unless the map is constructed weirdly.
Rainbow - Add rotations. Try to readd the ability to activate traps with the Rainbow Beam itself.
Comet - Add proper vertical height locking to both Comet Dashes. Change the damage method of both Comet Dashes to user caused explosions (no idea why I didn't think of this at the time). Make Comet Orbiter reflect projectiles, and split off after a bit.
TriNitro - Nerf jump height and add a double jump. Add self-destruct counter.
Nail - Add the ability to fire the shield to both class and copy weapons. Make the Nail Head always return after a while.
Hammer - What hit box are you guys talking about here? Make the shockwave a proper floorhugger at the cost of some speed. Buff Hammer Man's speed.
Shampoo - Nerf the bombs by a little somehow, maybe ammo usage? I feel she could use a speed nerf as well.

Re: Class Removal - I want to hold off on this until v1b is released. Seems like a pretty drastic measure to take when this is version 1 of the public release, especially when the next release (should) have complete rehauls for some classes.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: ZeStopper on August 09, 2013, 06:15:39 PM
I was thinking that Jet should have a weak homing as one weapon and a grenade-rocket as another.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Ceridran on August 09, 2013, 08:46:03 PM
Quote from: "Gummywormz"
Shampoo - Nerf the bombs by a little somehow, maybe ammo usage? I feel she could use a speed nerf as well.

Just remove her and Mysterious Robot.

For the sake of all of our faces.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: FTX6004 on August 09, 2013, 09:03:22 PM
Quote from: "Zerokk"
Quote from: "Gummywormz"
Shampoo - Nerf the bombs by a little somehow, maybe ammo usage? I feel she could use a speed nerf as well.

Just remove her and Mysterious Robot.

For the sake of all of our faces.

Yeah i don't like her too and Mysterious Robot cannot die.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Gummywormz on August 10, 2013, 12:38:18 AM
And why should those characters be removed? There has been no reasonable argument for the removal of either. The reason they are in here in the first place is to expand the roster so this wouldn't get really boring really quickly.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: ZeStopper on August 10, 2013, 12:47:25 AM
I pretty meh about those guys, but after playing it today, I have to say that all of them don't need to run off a slowly recharging energy bar.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: xColdxFusionx on August 10, 2013, 01:35:46 AM
Quote from: "Gummywormz"
And why should those characters be removed? There has been no reasonable argument for the removal of either. The reason they are in here in the first place is to expand the roster so this wouldn't get really boring really quickly.

Hammer Man should just be removed until he's actually fully complete, at least. Full rotations on his projectile, maybe his skin. He's a miniboss, so he's really the easiest one to make an argument for axe-ing.

Shampoo was literally a side character who showed up as a one in a thousand chance in the shop. She doesn't actually belong in the game.

Mysterious Character should be reserved for the boss of the MMU campaign, whenever that comes out. He has no business being a class. Also, trying to dodge the spoiler bullet with a class that is literally a walking spoiler is in and of itself a terrible idea.

To make matters worse, all of these classes are incredibly uninspired. "To expand the roster" isn't a good excuse for bland classes. If you get bored by 9 unique classes, then obviously some more work should be put into those 9 classes.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: TheDoc on August 10, 2013, 01:58:04 AM
Quote from: "xColdxFusionx"
trying to dodge the spoiler bullet with a class that is literally a walking spoiler is in and of itself a terrible idea.

This would make sense if the MMU intro in and of itself didn't spoil it already. Everyone who's played MMU knows who this is I'm fairly certain....

I kinda liked the idea of myst. robot being a class. Besides, in the core classes, the Megaman Killers (who btw are minibosses in the campaign) are also classes. I don't think he should have to remove something from his mod for the sake of another (well, expansion, but meh details)

As for the classes overall, I'm pretty sure it's agreed that they need work, but it seemed to me that this was a beta. I mean the speed that this got released alone showed that they're probably not top-notch classes; he hasn't had alot of time (plus the other things Gummy works on). Imo this could be in the W.I.P forum because it seems like a proof-of-concept release; he's just laying the foundation.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: fortegigasgospel on August 10, 2013, 02:05:17 AM
Quote from: "TheDoc"
I kinda liked the idea of myst. robot being a class. Besides, in the core classes, the Megaman Killers (who btw are minibosses in the campaign) are also classes.
In the Campaign, but in their original games they were all major bosses, with weapons to give. Hence why they are classes.
From what I heard Hammer Man is in fact a robot master, that can support him being in.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: JaxOf7 on August 10, 2013, 02:12:50 AM
Quote from: "xColdxFusionx"
Quote from: "Gummywormz"
And why should those characters be removed? There has been no reasonable argument for the removal of either. The reason they are in here in the first place is to expand the roster so this wouldn't get really boring really quickly.

Hammer Man should just be removed until he's actually fully complete, at least. Full rotations on his projectile, maybe his skin. He's a miniboss, so he's really the easiest one to make an argument for axe-ing.

Shampoo was literally a side character who showed up as a one in a thousand chance in the shop. She doesn't actually belong in the game.

Mysterious Character should be reserved for the boss of the MMU campaign, whenever that comes out. He has no business being a class. Also, trying to dodge the spoiler bullet with a class that is literally a walking spoiler is in and of itself a terrible idea.

To make matters worse, all of these classes are incredibly uninspired. "To expand the roster" isn't a good excuse for bland classes. If you get bored by 9 unique classes, then obviously some more work should be put into those 9 classes.

(click to show/hide)

"Uninspired" is an uninspired criticism, stop using it.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Gummywormz on August 10, 2013, 02:31:34 AM
All of these classes are complete and this is not a beta. If I wanted to rush this out it would have been released 2 weeks ago. I am not a spriter so that's why some of these classes have no rotations on projectiles, but I suspose I can try to make some of the easier ones.

Hammer Man was susposed to be a robot master, but got changed later. Sniper Joe isn't even a midboss and no one's saying "Remove Him!!1!" in regular classes.

Shampoo, ok, she isn't really important to MMU but I thought there would be no harm in adding her. She may be uninspired when you look at every class ever, but in here she's the only character to have a straight up melee attack that doesn't have an effect on movement, and the only class that has a semi-ranged stun.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Ceridran on August 10, 2013, 02:34:26 AM
What do you mean Shampoo has a melee attack?

Also, Mystery Robot is not just dodging a spoiler bullet, but he's hardly usable. What is he even doing, anyway?!

Also also, Gummy made 666 posts. Not some kind of fancy postcount celebration, but I wanted to say.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Gummywormz on August 10, 2013, 02:39:01 AM
Quote from: "Zerokk"
What do you mean Shampoo has a melee attack?

Also, Mystery Robot is not just dodging a spoiler bullet, but he's hardly usable. What is he even doing, anyway?!
Erm...

Quote from: "Gummywormz"
Shampoo - Weapon 1 Fire: Dumpling Bomb, AltFire: Delivery Box Blowout (stuns enemies) Weapon 2 Fire: Spade / Dagger, Weapon 2 Altfire: switches firing modes
MysteriousCharacter - Fire: Dash (Hold to extend reach), AltFire: Shield, Altfire + Main Fire: Shoryuken

Yeah...It's kind of explained in the first post...
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Spec on August 11, 2013, 12:11:10 AM
There was also an odd bug that only happened once where one player got around 800 health involving the block somehow....
I'm so new here so sorry if its a mistake here. I did encounter that many times before but it had to do with either The shoryuken or the block. Its an odd bug considering I got to 10001 Hp like this before. Trinitro Man can easily Cause this bug for Mysterious robot to occur.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Gummywormz on August 13, 2013, 07:24:54 PM
The update is going along well. I'm waiting on a few more skins to be finished. Also, 3B didn't fix the underwater issue so I'll have to fix that myself. I need some feedback on some ideas, though.

Glue Man - I have no idea what to do for the dash. I obviously don't want to copy Comet or Tank. I was thinking of making it long distance, and no damage.
TriNitro Man - The problem with changing the alt to a self-destruct sort of counter attack is that TriNitro Man will no longer have a decent ranged attack. Party Cracker may not have reached that far, but at least it had a longer range than the main attack.
Shampoo - No, she's not getting removed this version. I had an idea that ammo for the bombs would be obtained by hurting / killing enemies with the melee, with a very slow regen rate otherwise. Another option would be giving her some sort of temporary buff (speed or armor probably) when killing an enemy with the melee.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: ZeStopper on August 13, 2013, 07:27:27 PM
I'll have Hammer done by this weekend if I get some help with the back, side back, and the standing side rotations.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: FTX6004 on August 13, 2013, 07:36:13 PM
Will Mysterious Robot's Health bug be fixed and my Mysterious robot skin very soon so can it be in that class if you want to.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: JaxOf7 on August 14, 2013, 02:08:13 PM
Quote from: "Gummywormz"
The update is going along well. I'm waiting on a few more skins to be finished. Also, 3B didn't fix the underwater issue so I'll have to fix that myself. I need some feedback on some ideas, though.

Glue Man - I have no idea what to do for the dash. I obviously don't want to copy Comet or Tank. I was thinking of making it long distance, and no damage.
TriNitro Man - The problem with changing the alt to a self-destruct sort of counter attack is that TriNitro Man will no longer have a decent ranged attack. Party Cracker may not have reached that far, but at least it had a longer range than the main attack.
Shampoo - No, she's not getting removed this version. I had an idea that ammo for the bombs would be obtained by hurting / killing enemies with the melee, with a very slow regen rate otherwise. Another option would be giving her some sort of temporary buff (speed or armor probably) when killing an enemy with the melee.
Trinitro Man's Nitro blast was WAY longer range in his boss fight. You should really use an invisible +NOINTERACTION projectile that spawns explosions as it goes so the attack would be up and down amiable and so the range of the attack would be easier to manage.
Had an idea for Glue alt: sticking to and being able to run along walls and ceiling by using flight and a walljump-esque actor.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Spec on September 11, 2013, 04:48:55 AM
Nothing has happened since August 14th. Where has this project gone?
Title: Out of all the projects to ask a progress report on...
Post by: Gummywormz on September 11, 2013, 11:55:59 PM
This is very very low on my priority list for several reasons:

1. Interest in the source game has dropped. Appearently more robot masters are being added (for some silly reason) so that'll probably be an excuse to update this eventually.
2. Again, no real feedback has been offered. I still have no idea what to do for Glue Man (and no wall clinging because that's useless and probably a pain to code).
3. I have other projects I'd prefer working on. I'm doing more shenanigans for 4MI, maybe something for that halloween expansion, DIRP v3b, and either a 2ndcoop spinoff or revival.

So yeah, don't expect anything soon.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: ZeStopper on September 16, 2013, 02:07:58 AM
Just a question, but if the "Clearplayerclasses" thing at the beginning of KEYCONF-whatever- is removed, will that make this compatible with Classes?
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Badz on September 16, 2013, 09:45:54 PM
Personally, I'd see Glue Man as a high-speed class that could use a version of glue shot that's not affected by gravity. Maybe the alt could be some way to hit players frozen by a direct hit from glue shots?

Also,

Quote from: "ThePlayer"
Just a question, but if the "Clearplayerclasses" thing at the beginning of KEYCONF-whatever- is removed, will that make this compatible with Classes?
They'd work for the most part, but attacks that cause special effects wouldn't work on classes of the other mod.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Jdude330 on September 21, 2013, 04:52:52 PM
i want invincible zero. (:D)
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: ZeStopper on September 21, 2013, 05:48:10 PM
Quote from: "Jdude330"
i want invincible zero. (:D)
That would mess up the whole game.
 :?

But I did change up some stuff, like adding new skins for Tank, Zero, and Bond and adding classes compatibility so that glue shot does work.
I might put it up here too.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: FTX6004 on September 21, 2013, 05:56:28 PM
Quote from: "ThePlayer"
Quote from: "Jdude330"
i want invincible zero. (:D)
That would mess up the whole game.
 :?

But I did change up some stuff, like adding new skins for Tank, Zero, and Bond and adding classes compatibility so that glue shot does work.
Theplayer: You mean adding my update tank and my zero?

dude330: You know hes not invincible sometimes, hes just changing health.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: ZeStopper on September 21, 2013, 10:46:50 PM
Quote from: "FTX6004"
Theplayer: You mean adding my update tank and my zero?
Yep they're all in this (https://www.dropbox.com/s/qr33ugl20h8w4qi/MMUClassesComp.pk3) baby!
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: FTX6004 on September 21, 2013, 10:50:53 PM
Quote from: "ThePlayer"
Quote from: "FTX6004"
Theplayer: You mean adding my update tank and my zero?
Yep they're all in this (https://www.dropbox.com/s/qr33ugl20h8w4qi/MMUClassesComp.pk3) baby!

Heh you could just remove the skuntank sprites from the newtank file and add the real new tankman in there.

Wait you din't even added the update tankman skin on. you could just move all the update tankman to Tankskin plus remove those other two files.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: ZeStopper on September 21, 2013, 11:05:22 PM
Quote from: "FTX6004"
Quote from: "ThePlayer"
Quote from: "FTX6004"
Theplayer: You mean adding my update tank and my zero?
Yep they're all in this (https://www.dropbox.com/s/qr33ugl20h8w4qi/MMUClassesComp.pk3) baby!

Heh you could just remove the skuntank sprites from the newtank file and add the real new tankman in there.

Wait you din't even added the update tankman skin on. you could just move all the update tankman to Tankskin plus remove those other two files.
Okay then, I'll do that.

EDIT: File is now Updated!

EDIT AGAIN: Fixed an issue with ammo bars not appearing when classes from v6g(3b) are added before the MMUClassesComp, but Ammobars for MMUClasses do not appear!

PS:Would someone mine adding this to BE so that if people want to, they can use this online.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Smashor on November 20, 2017, 09:56:14 PM
When I use the mod in v5a or v5b it says that tankman is replaced with semistrong armor or something.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: GameAndWatcher on November 21, 2017, 03:57:34 PM
When I use the mod in v5a or v5b it says that tankman is replaced with semistrong armor or something.
The last post here was from 4 years ago. The current version of this mod doesn't work with the current version of 8BDM.
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: CyanBlue on March 10, 2018, 10:02:14 PM
Wheres the map from MMU?
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Hunters120 on April 25, 2020, 11:42:35 PM
Hellooooo!!! Is anyone there to bring in bots and skins?  :)
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Gummywormz on April 26, 2020, 12:45:11 AM
Bots are included, but a lot of skins to this day are not done.

why do people keep bumping this thread and not for any of my other mods?
Title: Re: [Classes]Mega Man Unlimited Classes v1a
Post by: Hunters120 on May 18, 2020, 03:52:41 PM
Mega Man Prototype (by MegaPhilX) is currently in development.